There is a point where I want a historical set game to not have magic in it.
I have my own write up of Traveller for historical, without psionics.
Rolemaster using just Arms Law and Claw Law, is another I have kicked around, which is sort of OK, without Character Law in particular, where Rolemaster loses most of its charm.
Some may say GURPS!, but it is such a mess to do that for players, saying you can use this but not this, this but not this, all day for the rule book (booklets for me since I use GURPS 1st).
Fantasy Trip Melee can be OK, though could use any tactic game for single combat at that point, really.
D&D classes filled out with none magic classes and all the rules for non-magic things switched on, which can be a pretty full game in old AD&D 1, since a few not often used rules and guidelines are easier to switch on without juggling magic at the same time in a session.
Others might say Pendragon, which might be a good option for some (minus the fairly sideline magic parts, of course), doesn't hit Camelot as I prefer, knowing quite a bit about the legends and period.
There are a lot of lesser known games, of course. I like a historical to have a little rule depth on the ref side, since it is possible without magic taking up that management space. On the player side, I always like it to be that they don't even need to see the cover of a rule book, if they don't want. ha